Sword’s Edge Publishing

SEP has published a few lines that may be of interest, and you can find a page devoted to each.

Centurion: Legionaries of Rome has characters serving under the eagles of Rome in her famous legions.

Nefertiti Overdrive is about high-octane, wire-fu action set in Ancient Egypt and includes a series of adventures that tell a longer story.

Sword’s Edge is a generic system for which multiple adventures in different genres are available.

Sleeping Hearts, Full On Darkness

In The Bad Sleep Well, individuals are merely pawns for the powerful to sacrifice when they become inconvenient. The ambitious who toss aside those who have supported them without remorse are particular villains. Like Hamlet gaining revenge for his father’s fate, The Bad Sleep Well centres on a plot to gain revenge. That’s the inspiration for this one-pager. It could work in a modern, near future, or cyberpunk setting—or even an earlier 20th Century framing. While records were harder to search and harder to duplicate and exfiltrate before digitization, that could add some level of complication to the story, which is always a good thing.

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The Nuclear Option

As you maybe have noticed (or maybe not), I was recently thinking about Aliens. It remains one of my favourite movies, and another recent viewing has done nothing to shake my admiration and adoration. So one might expect that a one-pager based on Aliens would be a bug hunt—tragic or otherwise—similar to the situation on LV-426. The thing, is, I’ve already kind of done that in the Ideas and Hooks section in Starship Commandos. But I do like the idea of space marines (I mean . . . Starship Commandos), so I definitely want to do a seed based on that concept.

Instead of xenomorphs, this story is about the marines taking control of a vessel possibly smuggling nuclear weapons. The Marines can be part of any geopolitical structure that will fit in your campaign. For my campaign, I made them part of the United Systems Interstellar Command (USIC), leaving the exact nature of the United Systems undefined so that it could be expanded later if necessary with input from the players

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New Cyber Wave

While I’ve already done a one-pager inspired by Cyberpunk 2077, given it’s return as an Edge of Inspiration, I figured I’d go back to the well—especially since a band/musician is so integral to the story. Following one plot thread, the player can end up in a bunch of music industry flavoured nonsense.

Story

The PCs are all linked to an up-and-coming band called ‘HandMark.’ What started as a bunch of teens goofing off looks like it might break wide open. The band has a growing social media presence. They’re making money both with real live gigs and virtual ones. And now they have a collection of songs they think will put them over the top. One magical night they put it all together. Working through the night, they record the perfect session. They are ecstatic. They collapse in the studio, exhausted. But in the morning, all the recordings are gone. The studio staff had left just before the band had flaked out and claim to know nothing. There’s no hope of recreating that magic. The band needs those recordings.

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Memories of War

This one-pager is inspired by the key event in Cyberpunk 2077—the theft of a super-rare technology from a scion of a corporate empire. It’s a heist with major stakes and major repercussions.

Story

The PCs in this adventure have all been burned by the same corporation. Palantine Security Solutions is a private security company that had also once had a private military corporation. After the Central Asian War of 2033, Palantine closed down its PMC and focused on security and law enforcement. Something happened, something so heinous that even a powerful corporation would feel the repercussions. Stock prices, contracts, and even corporate alliances would be shaken.

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Who Doesn’t Love A Library?

This one is more of a one-page component of an adventure than the adventure itself. This is an answer to the issue of PCs finding information. Sometimes, it’s just as easy to hand it over—have one of the PCs with the proper build know the information. Sometimes, it can be fun to breakdown how and where they get that information. For me, when it comes to ancient or otherwise forgotten knowledge, I force them to do what I did for so much of my time in university: do a little research!

Story

In search of forgotten or obscure knowledge, the PCs seek out an archive that they know to have ancient sources—tomes and scrolls and maybe cuneiform tablets. The knowledge of which archive to visit and where that archive can be found might be it’s own little adventure following a similar path.

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Things of Power

The Rings of Power introduced something that had been part of a Middle-Earth campaign I ran back in high school based on information from The Lord of the Rings’ appendices and The Silmarillion—there were five Istari, and the two Blue Istari disappeared into Rhun. I can’t remember much more than that, but in that campaign, the two Blue Istari returned, one taking Dol Guldor in Mirkwood and the other re-claiming Minas Morgul in Mordor at a time when the Reunited Kingdom was eating itself alive due to dynastic politics. So, this adventure is going to mimic that first adventure way back before even the first Lord of the Rings movies, when all we had was Bakshi’s Lord of the Rings and Rankin Bass’ Return of the King.

I’m thinking that the dying empire and the necromancer who is at the heart of this one-pager have a long history. In my thinking, the empire is the second rising of an ancient polity, and it had gained dominance after battling with an upstart kingdom led by a powerful enemy known as The Necromancer. Well, the emperors called them a necromancer, but they were more of a sorcerer. The emperor brought together a coalition of powerful nations under its leadership, defeated the sorcerer’s kingdom, and then forced itself on the coalition as a kind of overlord. That was two hundred years ago. The empire is falling apart as this story begins.

This is kind of a mystery, and much of it is finding more clues to the identity of The Necromancer at the centre of it. As the one-pager is intended for inspiration and outline rather than details, anyone running this scenario would probably add more clues than are mentioned.

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Losing Sanctuary

In most adventures that I’ve written, the PCs are able to gain a direct victory—overpowering the opposition through physical, mental, or social means—but it’s always interesting to change it up and present them with a problem that the direct approach can’t solve. That’s what it’s like when you are the smartest or the strongest in the room. That led me to think about a situation ’s what it’s like for a real underdog. In our world—and, to be honest, historically—that’s been the fate of displaced persons. This isn’t the first time the subject informed my RPG writing.  I had plans to write on the fate of a particularly famous group of likely displaced people during the Late Bronze Age collapse—Sagas of the Sea Peoples got recycled as the Sword’s Edge adventure Poles of Power. This one-pager is still a kind of a power fantasy—it’s a lot cleaner and removed from real suffering than most refugee situations—but it presents a situation the PCs can’t punch their way out of.

Story

The PCs control Sanctuary—this could be a tavern and inn, it could be a quarter of a city, or it might even be a city or town itself—that sits between two opposing powers. It is the only safety for the refugees from the war. The PCs can’t openly use violence as the opposing armies have escalation dominance—they can bring far more force to bear on Sanctuary than the PCs can even hope to oppose. As the war is coming to a close, both armies seek battlefield victories to improve their positions and the polity’s negotiation position. The PCs need to protect Sanctuary and the refugees finding shelter until peace or at least stability arrives.

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In Between Days

This one-pager is inspired by Mr. Inbetween, and that series has so many different jobs and scenarios that it’s tough to pick just one to act as inspiration for an adventure. However, there were many more interpersonal scenarios—especial in the personal parts of the main character’s life—than there were action scenes. If one is going to take inspiration from Mr. Inbetween, it is low-level criminality interlaced with understandable personal problems. This is difficult to replicate in most RPGs unless the adventure is part of a longer campaign in which the PC or PCs have invested in their character’s personal lives—likely including a partner and children. Lacking that, the scenarios from Mr. Inbetween are similar to many other criminal intellectual properties. I’ll take a stab at one leaving it to you—the person using it for inspiration—to figure out how to stick the landing.

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Falling From the 76

This has been a difficult one-pager to formulate as Fallout 76 lacks the very robust narratives that existed in the previous entries in the Fallout series. In the end, a key theme of all the Fallout games is building on top of the collapse—not just surviving but thriving. So, in this game, the PCs are going to do the same—reclaim the wasteland.

I am not blind to the use of this kind of narrative in the history of colonialism, but since this a game, we can set the parameters, and in our story, the wasteland is not a fiction but truly a place abandoned. But that pretty much necessarily means its dangerous, and that’s where the PCs come in.

Props to The Starlost for some key inspiration on this one.

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House of the Eternal Road

I explained one-pagers briefly in my last one-pager post, and there is a kind of rough explanation in an older post at Sword’s Edge. A one-pager is a very basic adventure outline that is a useful reference for improvisational game management.

This one-pager is based on the movie Road House, which I reviewed at Sword’s Edge—although it’s also very Seven Samurai/The Magnificent Seven. It lacks any mechanics and so is system agnostic. Although I envision it as post-apocalyptic, it’d totally work for fantasy as well. Other genres might take some shoe-horning.

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